Professional Documents
Culture Documents
William Glass-Husain
October 3, 1991
with slight revisions February 12, 1992
and July 8, 1993
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The author would like to thank the following members of the System Dynamics in
Education Project for their comments, criticisms and suggestions.
Rebecca Niles
Dave Wooley
Chris Prince
In addition, the author is deeply indebted to Dr. Jay Forrester and Dr. Pl Davidson, for
their ideas, guidance, and inspiration.
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Table of Contents
Lesson 2:
Modelling an Epidemic
A) Teacher notes: positive and negative feedback
B) Worksheet: Modelling an epidemic
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Introduction:
Instead, the intent of these papers, and of the curriculum they describe, is to use
what makes any subject interesting and exciting and hence more likely to be understood
and appreciated. Closely related to this is the idea of inter-activeness -- that students get a
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chance to interact with each other and learn (at least some of the time) in a hands-on
fashion.
Relate the concrete to the theoretical -- These two perspectives are complements of each other, not
opposites, and should both be included. Learning should be done in context. Examples
used should be connected to a framework already held by the student. People learn new
things best when they are taught in relation to other things they are already familiar with.
However, theory is important. Through the learning of theoretical principles a more
general understanding can be gained.
Scientific method -- Finally, a key concept in learning is that of the scientific method. Before any
kind of experimentation, hypotheses should be made of the behavior of the experiment.
After the experiment, there should be a follow up evaluation asking the question What
happened? and examining how the behavior of this experiment relates to previously
learned concepts and ideas. This is particularly important when using a computer to do
simulation. Without this process of introspection, students may fall prey to the video
game syndrome of pushing buttons to win the simulation and may not fully stop to
consider the larger issues involved.
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disagreement, it is often advantageous to set one side against the other and let the students argue (in a
guided, controlled fashion). The author has found this technique particularly effective when the correct
answer is some combination of both answers proposed (i.e. both sides are right). Each group will try to
convince the other, and eventually there will usually be a consensus as to what the behavior should be. It
is important to guide the argument so that all students have a chance to present their views, and it is good
to clarify points when necessary.
Structure of Lessons
While the sequence can stop at any point, the each of the lessons presented in this packet are designed to
build on concepts introduced in the previous lessons. Students participating in lesson 1, the Epidemic
Game, will have a valuable learning experience, but those continuing on to lessons 2 and 3 will have a
deeper understanding and appreciation of how both an epidemic and system dynamics work.
Lesson 1 : The Epidemic Game (time: one hour) -- This lesson approaches both system
dynamics and an epidemic from an intuitive perspective. Students play a short simulation
game, then engage in discussion to figure out how the epidemic works.
Students are
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While
the instructions may seem complicated, the idea is simple enough. One student
begins the game infected with a disease.
handshakes with the rest of the group that student begins the epidemic that
results in everyone becoming infected. The time at which each person
becomes infected is privately recorded. Later, this information will be
collected and graphed to show the behavior of the system. After the game is
played, students are challenged to determine the dynamics of the game, in
other words, the changes in the cumulative number of infections during the
course of the game. Then, using the recorded data, the number of new
infections for each turn is tallied up to produce graphs of both the actual
number of new infections and the number of cumulative infections versus
time. Finally, a computer is brought in with a model of the epidemic that can
simulate almost identical behavior to the game just played.
A typical session with the epidemic game will go in these steps:
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Read the rules. Skip the description of what the disease actually is. Tell
them the game will run for twenty turns, each turn representing
one month.
Choose an initial infected person. Have all the students close their eyes
and tap one student on the shoulder to indicate that he or she is
the first infected student.
Play the game.
board each turn, and watch each student shakes hands twice (or
to be more precise, each hand once). Then, sometime around the
twelfth turn when everyone should be infected, stop the game.
Begin the discussion.
There are a couple of features of the game that need a bit more
elaboration. First of all, because of the limited size of many classes, each
student represents two people. An easy way for people to keep track of both
identities is to picture them as their two hands. Each hand should shake hands
with one other hand every term (either the left or right hand can shake any
other hand). If a healthy person shakes hands with a Sick Person and
receives the secret handshake, that hand will become infected. It is
important to emphasize when you read the rules that students should keep
track of the month in the game when each hand becomes infected, as much of
the rest of the time after the game is over will be spent discussing that data.
A second slightly tricky aspect of the game is that, just like the real
world, not every contact between infected people and non-infected people
brings a new infection. In the epidemic game, when a Sick Person shakes
hands with a Healthy Person, there is only a 50% probability that the Healthy
Person will be infected.
Person picks either the number 1 or 2 for each infected hand. The leader of
the game then picks the 1 or 2 and announced the number, as he or she writes
the month number on the board. For each hand, if the Sick Persons number
matches the leaders number, the Sick Person gives the secret handshake. The
probability can be varied by changing the possible range of numbers both the
leader and the Sick Person choose from.
Finally, because it is important that the rules be followed exactly in
order for the game to produce the correct results, it is a good idea to stop
several turns into the game, tell everyone to close their eyes, and then have
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the Sick People raise their hands. If their are more than two or three Sick
People at this point, something is wrong. Also, do a similar head count around
the tenth or eleventh turn to determine if it is time to halt the game or not.
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12
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13
rises, more infectious handshakes will be given, and the infection rate will
rise.
Sounds good, right? Unfortunately, there is a serious problem here.
What happens when you run out of people?
goal-seeking growth (figure 2) will be quick to point out that after they
caught the disease, they received many infecting handshakes that had no
effect because they had already caught the disease. In fact, by the end of the
simulation very few people are left who have not yet been infected, and most
infecting handshakes delivered are useless. This means that the number of
new people being infected must slow down as the number of Sick People rises.
While the number of infected people never goes down (there are no cures in
this simulation), as the un-infected population decreases, the infection rate
decreases.
SICK PEOPLE
HEALTHY POPULATION
(infected population)
(a)
(b)
Figure 5: (a) Argument for exponential growth: As the number of Sick People
increase, the infection rate increases; (b) Argument for goal-seeking
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behavior: As the number of Healthy People decrease (and the Sick People
increase), the infection rate decreases.*
This justification for goal-seeking behavior also has a serious flaw.
According to the graph in Figure 2, new infections are large in the first turn
but slowly drops to zero by the time that there are no un-infected people left.
But, we know that there can only be a maximum of one infection the first turn
-- after all, the game begins with only one Sick Person to do the infecting.
Both exponential growth and goal-seeking behavior seem to fit
different aspects of our game, but each has flaws. The exponential growth
does not adequately explain the behavior near the end of the simulation, while
the un-infected population is low. The goal-seeking growth does not seem to
fit in the beginning when the infected population is low.
The answer is that both Figure 1 and 2 are correct answers, but for
different times in the simulation. Each is a different aspect of the full
behavior of S-shaped growth, shown in Figure 4. Early on in the simulation,
when the upper limit is very far away, Figure 5a is the most prominent rule
that determines the behavior, and we see near-exponential growth. However,
as the infected population grows nearer to the upper limit, the explanation
shown in figure 5b becomes important, and the growth slows down and
becomes goal-seeking.
* It is important to note that the relationship between the SICK PEOPLE or the HEALTHY PEOPLE and
the infection rate is circular and not just one way. For example, if the number of SICK PEOPLE increase,
the infection rate will increase. This then causes an even greater increase in the number of SICK PEOPLE.
This idea of feedback will be examined in great detail in the next chapter.
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SICK PEOPLE
(infected population)
HEALTHY PEOPLE
(infected population)
Figure 6: As the Sick population rises, the influence of the number of Sick
People on the infection rate becomes weaker and the influence of the number
of Healthy People on the infection rate becomes stronger.
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24
16
8
0
6
Time (months)
12
Figure 7: The S-shaped growth caused by the shift from exponential growth to
goal-seeking behavior
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17
18
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Designate your left hand or right hand as the first to shake during the
period.
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19
Healthy People
New Infections
20
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hands.
3) If your designated hand is infected, pick either the number 1 or 2
and remember your selection.
4) If your number is called and your designated hand is infected,
prepare to administer the secret handshake on your next turn.
5) Shake the hand of a random person.
6) Record on your score card the infection status of your designated
hand.
7) Repeat steps 2 through 6 using your non-designated hand.
8) Go back to step 1 and repeat process for next time period.
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21
Name:________________
Game
Epidemic
Score Card
Left
Right
Month
1
2
3
4
5
6
7
8
9
10
Left
11
12
13
14
15
16
17
18
19
20
**********************************************************************
On the axis below, sketch how you think the percentage of people in the
infected population changed over time.
12
15
18
Time
Write a sentence or two describing why you believe the epidemic
showed the behavior sketched above.
22
Epidemic lesson 1 / transparency 2
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23
At the same time as they learn about the epidemic students will learn these system
skills:
1) Ability to discern feedback loops in different situations,
2) Ability to explain behavior of a one or two loop system in terms of structure,
3) Basic familiarity with STELLA building blocks, and
4) Experience building in stages a small model using STELLA.
Format of Lesson
This lesson is organized in two parts. The first half involves a short introduction to the terminology and
concepts of feedback and STELLA modeling, presented by the teacher. During the second half, students
work on Macintosh computers in pairs and build a model of the epidemic by following a highly structured,
hands-on worksheet. By building the model, students gain self-confidence and motivation as they form a
deeper understanding of how the epidemic works.
Feedback loops
Begin the class by pointing out the structural importance of feedback in driving the behavior of the
epidemic simulated in the previous lesson. In the simulation, Sick People infected Healthy People
creating more Sick People. Just as important, however, those newly infected Sick People helped to create
even more Sick People! Similarly, there was another kind of feedback in the later stages of an epidemic.
More Healthy People being infected meant less Healthy People stayed around, which meant less Sick
People became infected. The circular aspect of each structure was a key factor in producing in both the
early exponential growth in infections and the infection rate and the leveling off of infections near the end.
Positive feedback
Next, explain the general concept of both positive and negative feedback. Positive feedback is a selfreinforcing process that causes exponential growth. A good first example of positive feedback is something
that should be familiar to most of your students: a savings account (see Figure 1). Many people view a
bank account as a straight cause and effect system. Savings generate interest. However, a bank account is
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actually a positive feedback loop: savings in a bank generates interest, which gets added to the savings,
generating more interest.
Other good examples of positive feedback include a population of rabbits and a shouting match.
Rabbits give birth to produce more rabbits. These new rabbits give birth to even more rabbits. One person
shouts at another, causing the other person to become angry and shout back. This results in the original
person becoming angrier and shouting even more. Each of these systems is often thought of as a one way
relationship but is really a positive loop.
Savings
Anger
+
Interest
Rabbits
+
Shouting
+
Births
Savings
Anger
+
+
Interest
Figure 2: Positive feedback loops
Rabbits
+
+
+
Shouting
Births
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Negative Feedback
Unlike self-reinforcing positive feedback, negative feedback is a process that adjusts a variable to a goal. In
various disciplines, this can be referred to as a homeostatic, self-governing, or goal-seeking process.
In Figure 4 are several causal diagrams of systems containing negative feedback. Note that here
the sign by the arrows refers to changes in the opposite direction. For example, in a house with
central heating, if the temperature of the house drops the gap between the temperature and the desired
temperature will increase. As the gap increases, the furnace will increase its heat production. As the
furnace produces more heat, the temperature will begin to rise again and the gap will down, lowering the
heat production until the gap is zero and the furnace shuts off.
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(a)
(b)
Figure 4: (a) central heating system (b) insulin regulation of blood sugar
Similarly, if a person increases the amount of sugar in their blood, by eating a candy bar, the gap
between the desired concentration of sugar in the blood and the actual concentration will increase. The
increased gap will cause the production of insulin by the pancreas. Insulin will then increase the rate of
sugar absorption by body cells from the blood stream, lowering the amount of sugar in the blood.
Both the central heating system and the insulin/glucose system show goal-seeking behavior. In
each case there is a desired goal that the system gradually approaches. The system changes most when it is
far from the goal and least when it is close to it. In the central heating system the temperature is initially
lower than the desired temperature, and rises to meet it. In the insulin/glucose system, the blood sugar is
higher than desired, and is lowered until it is at the correct level.
Something that is important to remember is that the "+" sign does not necessarily mean that one
variable causes another variable to increase, only that it causes it to change in the same direction.
Similarly, the "" sign does not indicate a decrease, only that there is a change in the opposite direction.
(a)
(b)
Figure 5: Behavior of (a) central heating system and (b) insulin regulation of blood sugar
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Water in Bathtub
Faucet
Drain
interest
savings
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To show the feedback in the system, we can draw connectors to show cause and effect. For
example, when the savings increases, it causes the interest to increase. The interest is a function of the
savings.
interest
savings
interest
savings
interest rate
By using stocks, flows, converters, and connectors to pictorially represent the system, your
students are forced to make many of their assumptions explicit. This allows them to more easily test the
validity of their assumptions. By showing that the interest is the rate as which the savings increases,
students can better see how positive feedback produces exponential growth. Finally, by representing the
relationships of our system as stocks increased by flows and flows mathematically related to stocks,
stock/flow diagrams lets us model our system and simulate the behavior on a computer using the STELLA
software.
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Savings (dollars)
660
340
1
1
20
0
15
30
45
Time (years)
60
30
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1) Early on, there was a behavior of exponential growth. The number of sick people increased
more and more in the first part of the simulation.
2) This was followed by a behavior of exponential approach. As the number of sick people grew
large, it began to level off, changing less and less, as it approached the total number of
people playing the game.
Sick
People
Exponential Approach
Exponential Growth
Rounds
What caused those two distinct things to happen? The rules of the role-playing simulation were
the same from the beginning to the end, yet the graph of the people changed considerably. What would
happen if you changed the rules of the game?
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In this lesson, you will create a computer model to explore epidemics and to answer these
questions. The computer will let you represent the game and then change it, allowing you to study the
consequences.
1 Feedback loops
Below are two causal loop diagrams describing how these two feedback loops operate. The arrows show
how a change in the amount of one factor can change the amount of another factor. In the box next to each
arrow put either a S or a O. Mark the arrow with a "S" if the arrow indicates a change in the same
direction. Mark the arrow with an "O" if the arrow indicates a change in the opposite direction.
Sick People
Healthy People
New Infections
New Infections
The R inside the circular arrow indicates a reinforcing positive feedback loop, and the "B
inside of the other circular loop indicates a balancing negative feedback loop. We call them feedback
loops because changes feed back on themselveswhen a condition or factor changes, the change affects
another factor which causes more changes in the original condition.
Question 1.1
What is different between the two loops shown above? Why is one loop reinforcing
while the other is balancing?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
If we say that at a particular time one feedback loop is stronger or dominant over another we mean
that the system is undergoing behavior associated with the dominant type of feedback at that time. In an
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epidemic, one type of feedback is dominant in the early stages of the epidemic and the other type of feedback
is dominant in the later stages.
Question 1.2
What kind of feedback drives an epidemic in its early stages? Look at your causal loop
diagrams and graph above and check to see that your answer makes sense. Explain.
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Question 1.3
What kind of feedback drives an epidemic in its later stages? How?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
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STELLA models are made up of two principal elements: stocks and flows. Stocks are things in a system
that accumulate over time. Stocks cannot be directly changed. Instead, every stock has an associated flow
that increases or decreases the stock. For example, water in a bathtub is a stock that is increased by an
inflow of water from the faucet and is decreased by an outflow of water down the drain. A population of
rabbits is a stock that has an inflow of births and an outflow of deaths.
Question 2.1:
Test your knowledge of stocks and flows by labeling each variable as either a stock or a
flow by circling the appropriate answer. What units can each variable be measured in?
variable
type
units
population
stock
flow
factory production
stock
flow
atmospheric pollution
stock
flow
interest on savings
stock
flow
stock
flow
yearly salary
stock
flow
distance
stock
flow
Question 2.2:
What are the flows associated with the following stocks? What units would you use to
measure the stocks? What units would you use to measure the flows?
stock
money in a bank
computers in a store
nuclear weapons
books in a library
tree forest
heat
distance
velocity
inflow
outflow
units of stock
units of flows
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Question 2.3
What is the stock in the reinforcing loop in the epidemic? What is its flow? What are
their units?
______________________________________________________________________
______________________________________________________________________
Question 2.4
What is the stock in the balancing loop in the epidemic? What is its flow? What are
their units?
______________________________________________________________________
______________________________________________________________________
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3 Reinforcing feedback
In this lab, you are going to build and simulate a STELLA model of an epidemic. However, y o u w i l l
do this in two parts. Right now, you will create just the early part of an epidemic. To do this you
need to make the following assumptions:
1) Sick People always meet and infect healthy people, causing new infections and hence, more
Sick People.
2) There is an unlimited supply of healthy people. In other, words, there is no
upper limit on the growth of the epidemic.
You are not trying to make an accurate model of the epidemic -- yet. In the next
section you will change assumption two and model the full epidemic from your role-playing simulation.
This model is similar to the first part of the epidemic, but not identical.
Sick People
New Infections
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On the top of the screen is a menu of the 4 basic building blocks of STELLA: stocks, flows,
converters, and connectors. To use any of them, just click the mouse button to choose a building block
from the top menu and then click the mouse button again to place the building block it on the main screen.
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Sick People
New Infections
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interest
savings
interest rate
Figure 3.5: Model of savings in a bank. Note that the interest rate is a parameter.
These constants could just be buried in an equation, but it is often a good idea to make them
explicit. Giving the constants explicit names by modeling them as converters reminds you that they exist
and makes them easy to change.
Question 3.1
In the handshaking game, what numerical assumptions were in the rules that we should
make parameters to the model?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
You may not have initially thought of it, but another important parameter to consider is:
4) The probability of a Sick Person shaking hands with a healthy person during each particular
round.
This last parameter will be particularly important in the second section when we complete the model of the
epidemic.
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Choose the converter from the top menu (it's the circle). Place it near the bottom of the screen and label it,
Seconds per Round (see Figure 3.6). Place a second converter near the bottom and label it "Seconds per
Handshake". Between those converters and the stock/flow combinaton, place a converter labelled
"Handshakes per Round."
Since changes in either one of the first two converters will change the number
of Handshakes per Round, take a connector, and connect Seconds per Round to Handshakes per Round.
With a second connector, connect Seconds per Handshake to Handshakes per Round. Handshakes per
Round will directly affect the infection rate, so put another connector from Handshakes per Round to New
Infections. Make sure the (single) arrows are pointing in the right direction.
Add your last converter near the top of the screen, calling it "Prob of a Sick Person meeting a
Healthy Person." Since this converter will also influence the number of infections, string a connector from
it to New Infections.
Check that your screen matches the diagram below. Do not go on until it looks the same!
Sick People
New Infections
Now that you have laid out the plumbing of your model, you need to enter the mathematical
relationships in the model. This includes both the Handshakes per Round, and the New Infections (each
round).
Question 3.2
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Write a mathematical equation to determine the number of Handshakes per Round using
Seconds per Handshake and Seconds per Round.
Handshakes per Round = __________________________________________________
Question 3.3
Write a mathematical equation to determine the New Infections (each round) based upon
the number of Handshakes per Round and Prob. of a Sick Person meeting a Healthy
Person (PSPMHP).
New Infections = ________________________________________________________
Step 7: Enter the equation for Handshakes per Round and New Infections
Important! Click the globe in the top left side of the screen. It should now say X 2 .
The globe meant that you were looking at general relationships in the model. The X2 indicates that you are
now going to enter the precise mathematical equations defining those relationships.
Double-click the converter Handshakes per Round. Your screen should look like Figure 3.7. In
the upper left corner are a list of Required Inputs. Each of these variables should be part of your equation.
You can put any of these variables in your equation by clicking on them with the mouse.
Enter the equation you wrote above. Remember, * is the symbol for multiplication and / is
the symbol for division. Click OK when you are done. If you get an error, that means you have entered
the equation wrong try again. If everything goes well, you should find yourself looking at the full
diagram.
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Notice that the ? in the variable Handshakes per Round has disappeared. That is because there is
now an equation for that variable. Before you can simulate the model, the ? must be gone from all the
variables.
Double-click the flow New Infections. Enter the equation you wrote above the same way you
entered the previous equation. When you are done, click OK.
The final thing we need to do to make our model complete is to set the initial value of the stock
and the parameters of the model.
Question 3.4:
In the handshaking game you played, what was the initial number of Sick People?
Initial value of Sick People = ______________________________________________
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Question 3.5
How long (approximately) did it take to shake a hand? Include the time it took to walk
from one person to another.
Seconds per Handshake = __________________________________________________
Question 3.6
How many seconds did you take per round?
Seconds per Round = _____________________________________________________
Question 3.7
If Sick People never shook the hands of other Sick People, what is the probability a sick
person would meet with a healthy person in a round?
Prob of a Sick Person Meeting a Healthy Person = _____________________________
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To tell the computer to display on a graph the variable Sick People, click Sick People in the table of
allowable inputs, then click > > . Click OK to see your graph again.
Before you go on, you also need to tell the computer how long it should run the simulation.
Choose Time Specs from the Run menu. Set the box next to To: to 5. Important! Also set DT to
.05 (it's needed for this simulation to work properly -- don't worry about what it means). Finally, set the
unit of time by typing Rounds under other. Then click OK.
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Sick
People
time
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Sick
People
time
Question 3.8
Did the graph match your predictions? Why or why not?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
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You will now remove assumption two and replace it with the following new assumption:
C) There is a limited number of people in this simulation. Most people will begin
in an healthy state, and through handshakes, become infected Sick People. As the number of
Healthy People decreases, there will be less meetings between Sick People and Healthy
People, and consequently, less New Infections each month.
Healthy People
Sick People
New Infections
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Load the model you built in the previous section onto your computer.
Sick People
New Infections
To build a more complete model, the first thing you need to add is a new stock of people
susceptible to the disease in other words the healthy population.
Question 4.1
What should be the outflow from this stock of Healthy People?
______________________________________________________________________
The outflow from the uninfected people is the same as the inflow to Sick People: New Infections. As
people become infected with the disease they leave the stock of uninfected people and enter the stock of Sick
People.
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Sick
People
time
Healthy
People
time
Question 4.4
Besides the fact that the graphs do not show s-shaped growth, what seems strange about
the graphs? What problems or inaccuracies do you see with the behavior of the Sick
People or the Healthy People?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Although you have included another stock, Healthy People, you have not changed the model to
reflect your new assumptions.
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Question 4.5
Under the old assumptions there are three constant parameters that affect the flow New
Infections: Seconds per Handshakes, Seconds per Round, and Prob of a Sick Person
meeting a Healthy Person (each round). Under the new assumptions, one of these
variables will no longer stay unchanged as Healthy People become Sick. Which of these
three variables will be affected?
______________________________________________________________________
______________________________________________________________________
Question 4.6
In a sentence, describe the general relationship between Healthy People and this variable.
Will the relationship be a "S" (change in the same direction) or an "O" (change in the
opposite direction).
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Question 4.7
What is the relationship between the number of Sick People and this variable?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Step 4: Make the model reflect correctly reflect your causal assumptions
Use connectors to link the stock of Sick People and the stock of Healthy People to the variable you think
should be affected by them.
By now, your epidemic model is almost complete. You have all the elements of your model and
you have the plumbing. All that is needed is to come up with the exact relationship between Healthy
People, Sick People and the variable you chose.
Deciding on an exact relationship is not easy -- in fact it is probably the most difficult part of
model building. Some suggestions on how to make this easier:
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1) Remember the epidemic game. Your model should directly reflect your experiences playing
the game.
2)
Think through the situation in terms of actual numbers. Your answer should make sense
both near the beginning and near the end of the simulation.
Question 4.8
If there is 1 Sick Person and 9 Healthy People, what is the probability of a sick person
meeting a healthy person? Show your work.
______________________________________________________________________
______________________________________________________________________
Question 4.9
If there are 2 Sick People and 8 Healthy People, what is the probability of a sick person
meeting a healthy person? Show your work.
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______________________________________________________________________
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Question 4.10
If there was 5 Sick People and 5 Healthy People, what value should this variable be?
Show your work.
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Question 4.11
If there was 9 Sick People and 1 Healthy Person, what value should this variable be?
Show your work.
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______________________________________________________________________
Question 4.12
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What is the mathematical equation determining the Probability of a Sick Person Meeting
a Healthy Person based upon the number of Sick People and Healthy People?
Prob of a Sick Person Meeting a Healthy Person = _____________________________
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Question 4.13
In a sentence, explain how your equation works:
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Healthy People
Sick People
New Infections
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Sick
People
time
Healthy
People
time
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time
Healthy
People
time
Question 4.14
Why did you get this behavior? What in your equations caused this behavior?
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______________________________________________________________________
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Question 4.15
What was your final equation?
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Question 4.16
Is there a balancing loop in your model? Where is it?
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Question 4.17
How does the strength of the balancing loop change from the beginning to the end of
the simulation?
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Question 4.18
How does this change in loop dominance (strength) change the behavior from the
beginning to the end of of the simulation?
______________________________________________________________________
______________________________________________________________________
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